Forged Alliance Forever Forged Alliance Forever Forums 2012-07-16T22:33:22+02:00 /feed.php?f=11&t=1527 2012-07-16T22:33:22+02:00 2012-07-16T22:33:22+02:00 /viewtopic.php?t=1527&p=15895#p15895 <![CDATA[Re: Idea to make staging facilities useful]]>
Also, carriers are FAR better at maintaining a fleet of aircraft than the pads. A single idle carrier can keep your entire ASF swarm healed and fueled.

The new vet system is also an indirect buff to air staging, because an ASF gets vet from killing another ASF. Therefore, keeping your aircraft at full health to deny enemy fighters easy vet is even more important.

Statistics: Posted by Icy — 16 Jul 2012, 22:33


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2012-07-16T05:12:49+02:00 2012-07-16T05:12:49+02:00 /viewtopic.php?t=1527&p=15850#p15850 <![CDATA[Re: Idea to make staging facilities useful]]>
Myrdral wrote:
This message brought to you by someone who thinks 250ASF vs 250ASF micro war is not deep in terms of strategy or optimizing.

:lol: . That was funny.

Statistics: Posted by -_V_- — 16 Jul 2012, 05:12


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2012-07-15T21:59:15+02:00 2012-07-15T21:59:15+02:00 /viewtopic.php?t=1527&p=15841#p15841 <![CDATA[Re: Idea to make staging facilities useful]]>
This message brought to you by someone who thinks 250ASF vs 250ASF micro war is not deep in terms of strategy or optimizing.

Statistics: Posted by Myrdral — 15 Jul 2012, 21:59


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2012-07-15T21:43:17+02:00 2012-07-15T21:43:17+02:00 /viewtopic.php?t=1527&p=15839#p15839 <![CDATA[Re: Idea to make staging facilities useful]]>
ASF are used heavily in many games due to a number of factors which make them a good choice. Large map team games encourage the protecting of an eco player who mainly goes directly for an ASF spam with very few other combat units. The presence of ASF certainly makes it difficult for an air stage to be effective as air units will not be able to engages for very long without heavy losses. You definitely do not want to build a dozen air stages only to have no damaged ASF of your own to use them on. You may even allow your opposing ASF player to gain a numbers advantage by wasting mass on the stages. If you are going to build stages, you must be sure that you are going to make use of them. ASF damage to your own air units can be greatly mitigated in a number of ways so that your air stage may still have some air to repair after an ASF battle. You can try to spread their damage among many ships by engaging in a formation with tanky air units in front(anything which you'd rather have the enemy ASF shoot instead of your own ASF, strategic bombers etc). If you use air experimentals, the enemy may try to focus it. Supported by your own anti-air, the experimental may tank the enemy asf long enough for your own units to reduce their numbers and ability to finish off the experimental. An air stage will not fix the experimenal if it lives, however your enemy focused as much firepower against it as he could, so many of your other ships will be damaged in small amounts but still alive. Even if the experimental dies, its sacrifice may give you air superiority, the ability to reclaim after the battle, and veteran air units to go receive cost-efficent repairs. there are other ways to make ASF pay for trying to kill off all the air units you are trying so hard to keep alive. Make them chase you over SAM and send other groups of ASF in behind them. Hold some bombers or gunships in reserve to cause damage while they chase your ASF down. Send in an attack on their base with a formation including t1 in front to cause them to overkill and waste their damage. follow them up with your own ASF , bombers , gunships and transports. Your opponent will not be able to micro their ASF to not waste their attacks against t1 and your non ASF forces. You may distract them enough to allow time to damage their ground units and base or snipe their ACU with strat bombers. You may even kill off their ASF with a proper combination of meat shields and your own large ASF force(albeit smaller than their dedicated all ASF.

Statistics: Posted by Myrdral — 15 Jul 2012, 21:43


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2012-07-15T21:05:43+02:00 2012-07-15T21:05:43+02:00 /viewtopic.php?t=1527&p=15838#p15838 <![CDATA[Re: Idea to make staging facilities useful]]>
Game settings, map, player skill, metagame and much more are also factors in the usefulness of the air stage. The largely popular 4v4 team games encourage the back player to eco and acquire a huge force of ASF as early as possible. In a different scenario, the build used by that back player would result in certain death and obviously would not be attempted. We must consider how the air stage applies to 1v1 , max unit count, and other settings.

Statistics: Posted by Myrdral — 15 Jul 2012, 21:05


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2012-07-15T19:43:25+02:00 2012-07-15T19:43:25+02:00 /viewtopic.php?t=1527&p=15835#p15835 <![CDATA[Re: Idea to make staging facilities useful]]>
FYI, I don't know if there would better go here or in a balance subforum.

Statistics: Posted by Adraius — 15 Jul 2012, 19:43


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2012-07-15T18:09:03+02:00 2012-07-15T18:09:03+02:00 /viewtopic.php?t=1527&p=15833#p15833 <![CDATA[Re: Idea to make staging facilities useful]]> Statistics: Posted by Softly — 15 Jul 2012, 18:09


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2012-07-15T17:45:21+02:00 2012-07-15T17:45:21+02:00 /viewtopic.php?t=1527&p=15832#p15832 <![CDATA[Re: Idea to make staging facilities useful]]>
Karottenrambo wrote:
Repairing on Staging Facilities is already super fast, however repairing on it still costs as much as to build a new unit of the same type, so there is no reason to use it if you have enough buildpower anyway.

Fuel is not really implemented in the game. Only t1 air units can possibly run out of fuel and even that is very rare, because its more likely that they destroyed before. T2 air units have enough fuel for their entire lifetime and GPG gave t3 air, as the genius gamedesigners they are, a fuel time of >15 minutes...



what if the repair would only cost 80% and we give airplanes better veterancy boni?

Statistics: Posted by Kryo — 15 Jul 2012, 17:45


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2012-07-15T15:42:49+02:00 2012-07-15T15:42:49+02:00 /viewtopic.php?t=1527&p=15829#p15829 <![CDATA[Re: Idea to make staging facilities useful]]>
Fuel is not really implemented in the game. Only t1 air units can possibly run out of fuel and even that is very rare, because its more likely that they destroyed before. T2 air units have enough fuel for their entire lifetime and GPG gave t3 air, as the genius gamedesigners they are, a fuel time of >15 minutes...

Statistics: Posted by Karottenrambo — 15 Jul 2012, 15:42


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2012-07-15T15:41:04+02:00 2012-07-15T15:41:04+02:00 /viewtopic.php?t=1527&p=15828#p15828 <![CDATA[Re: Idea to make staging facilities useful]]>
They really come into their own for t3 planes, t2 is a bit borderline and t1 just isn't worth it. It is however easy to use once you've built it.

Making its effect into an area though would be silly, the point is that each one only fixes planes at a certain rate. If you need more fixing build more staging areas!

Statistics: Posted by Softly — 15 Jul 2012, 15:41


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2012-07-15T15:06:47+02:00 2012-07-15T15:06:47+02:00 /viewtopic.php?t=1527&p=15826#p15826 <![CDATA[Idea to make staging facilities useful]]> All airplanes, !!LANDED!! within the range on the ground get repair and refuel, refuel is free, repair needs mass and energy repair costs.
Either deactivate landing completely or make landing on the pad repair for free or repair faster or something like that.

What do you think?

Statistics: Posted by Kryo — 15 Jul 2012, 15:06


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